Example #1
0
    public void ExpandToAnimation(bool logExpansion = true)
    {
        var oldLimits = Limits;
        var newLimits = new Dictionary <string, BVHElementLimit>();

        FitAnimation();
        foreach (string name in Limits.Keys)
        {
            if (oldLimits.ContainsKey(name))
            {
                newLimits[name] = new BVHElementLimit();

                if (Limits[name].AngularXLow < oldLimits[name].AngularXLow)
                {
                    newLimits[name].AngularXLow = Limits[name].AngularXLow;
                    if (logExpansion)
                    {
                        Debug.Log($"Expanded {name} AngularXLow limit from {oldLimits[name].AngularXLow} to {newLimits[name].AngularXLow}");
                    }
                }
                else
                {
                    newLimits[name].AngularXLow = oldLimits[name].AngularXLow;
                }
                if (Limits[name].AngularXHigh > oldLimits[name].AngularXHigh)
                {
                    newLimits[name].AngularXHigh = Limits[name].AngularXHigh;
                    if (logExpansion)
                    {
                        Debug.Log($"Expanded {name} AngularXHigh limit from {oldLimits[name].AngularXHigh} to {newLimits[name].AngularXHigh}");
                    }
                }
                else
                {
                    newLimits[name].AngularXHigh = oldLimits[name].AngularXHigh;
                }


                if (Limits[name].AngularYLow < oldLimits[name].AngularYLow)
                {
                    newLimits[name].AngularYLow = Limits[name].AngularYLow;
                    if (logExpansion)
                    {
                        Debug.Log($"Expanded {name} AngularYLow limit from {oldLimits[name].AngularYLow} to {newLimits[name].AngularYLow}");
                    }
                }
                else
                {
                    newLimits[name].AngularYLow = oldLimits[name].AngularYLow;
                }
                if (Limits[name].AngularYHigh > oldLimits[name].AngularYHigh)
                {
                    newLimits[name].AngularYHigh = Limits[name].AngularYHigh;
                    if (logExpansion)
                    {
                        Debug.Log($"Expanded {name} AngularYHigh limit from {oldLimits[name].AngularYHigh} to {newLimits[name].AngularYHigh}");
                    }
                }
                else
                {
                    newLimits[name].AngularYHigh = oldLimits[name].AngularYHigh;
                }


                if (Limits[name].AngularZLow < oldLimits[name].AngularZLow)
                {
                    newLimits[name].AngularZLow = Limits[name].AngularZLow;
                    if (logExpansion)
                    {
                        Debug.Log($"Expanded {name} AngularZLow limit from {oldLimits[name].AngularZLow} to {newLimits[name].AngularZLow}");
                    }
                }
                else
                {
                    newLimits[name].AngularZLow = oldLimits[name].AngularZLow;
                }
                if (Limits[name].AngularZHigh > oldLimits[name].AngularZHigh)
                {
                    newLimits[name].AngularZHigh = Limits[name].AngularZHigh;
                    if (logExpansion)
                    {
                        Debug.Log($"Expanded {name} AngularZHigh limit from {oldLimits[name].AngularZHigh} to {newLimits[name].AngularZHigh}");
                    }
                }
                else
                {
                    newLimits[name].AngularZHigh = oldLimits[name].AngularZHigh;
                }
            }
            else
            {
                Debug.LogWarning($"\"{name}\" not in original limits");
                newLimits[name] = Limits[name];
            }
        }
        Limits = newLimits;
    }
Example #2
0
        private void GenerateElements(Transform parent, BVHElement bvh)
        {
            GameObject bodyPartGO = new GameObject()
            {
                name = bvh.Name
            };

            bodyPartGO.transform.parent        = parent;
            bodyPartGO.transform.localPosition = bvh.Offset / 10f;

            BVHElementLimit bvhLimit   = bvhLimits.Limits[bvh.Name];
            float           meanXLimit = (bvhLimit.AngularXLow + bvhLimit.AngularXHigh) / 2f;
            float           meanYLimit = (bvhLimit.AngularYLow + bvhLimit.AngularYHigh) / 2f;
            float           meanZLimit = (bvhLimit.AngularZLow + bvhLimit.AngularZHigh) / 2f;

            bodyPartGO.transform.localRotation  = Quaternion.identity;
            bodyPartGO.transform.localRotation *= Quaternion.AngleAxis(meanXLimit, Vector3.right);
            bodyPartGO.transform.localRotation *= Quaternion.AngleAxis(meanYLimit, Vector3.up);
            bodyPartGO.transform.localRotation *= Quaternion.AngleAxis(meanZLimit, Vector3.forward);

            bodyPartGO.AddComponent <Rigidbody>();
            //bodyPartGO.GetComponent<Rigidbody>().useGravity = false;
            BodyPart bodyPart = new BodyPart(bodyPartGO, bvh);

            BodyParts.Add(bodyPart);

            if (BodyData.bodySpec.ContainsKey(bvh.Name))
            {
                foreach (PrimitiveSpec ps in BodyData.bodySpec[bvh.Name].Shapes)
                {
                    GameObject go = GameObject.CreatePrimitive(ps.Type);
                    go.transform.parent        = bodyPart.GameObject.transform;
                    go.transform.localPosition = ps.Position;
                    go.transform.localRotation = ps.Rotation;
                    go.transform.localScale    = ps.Scale;
                    go.layer = 8; // Body
                    if (Material)
                    {
                        go.GetComponent <Renderer>().material = Material;
                    }
                }

                if (bvh.Name != "Hips")
                {
                    bodyPartGO.AddComponent <ConfigurableJoint>();
                    ConfigurableJoint cj = bodyPartGO.GetComponent <ConfigurableJoint>();
                    cj.connectedBody = parent.GetComponent <Rigidbody>();
                    cj.xMotion       = ConfigurableJointMotion.Locked;
                    cj.yMotion       = ConfigurableJointMotion.Locked;
                    cj.zMotion       = ConfigurableJointMotion.Locked;
                    cj.anchor        = BodyData.bodySpec[bvh.Name].JointParameters.Anchor;

                    cj.angularXMotion   = ConfigurableJointMotion.Limited;
                    cj.angularYMotion   = ConfigurableJointMotion.Limited;
                    cj.angularZMotion   = ConfigurableJointMotion.Limited;
                    cj.lowAngularXLimit = new SoftJointLimit {
                        limit = bvhLimit.AngularXLow - meanXLimit
                    };
                    cj.highAngularXLimit = new SoftJointLimit {
                        limit = bvhLimit.AngularXHigh - meanXLimit
                    };
                    cj.angularYLimit = new SoftJointLimit {
                        limit = bvhLimit.AngularYHigh - meanYLimit
                    };
                    cj.angularZLimit = new SoftJointLimit {
                        limit = bvhLimit.AngularZHigh - meanZLimit
                    };
                }
            }

            foreach (BVHElement child in bvh.Children)
            {
                GenerateElements(bodyPart.GameObject.transform, child);
            }
        }
Example #3
0
    public BVHLimits(BVHData bvhData)
    {
        this.bvhData = bvhData;
        Limits       = new Dictionary <string, BVHElementLimit>();

        // default limits
        // (left and right reversed)
        Limits["Hips"] = new BVHElementLimit
        {
            AngularXLow  = -180f,
            AngularXHigh = 180f,
            AngularYLow  = -180f,
            AngularYHigh = 180f,
            AngularZLow  = -180f,
            AngularZHigh = 180f
        };
        Limits["LeftUpLeg"] = new BVHElementLimit
        {
            AngularXLow  = -65f,
            AngularXHigh = 30f,
            AngularYLow  = -45f,
            AngularYHigh = 48f,
            AngularZLow  = -15f,
            AngularZHigh = 45f
        };
        Limits["LeftLeg"] = new BVHElementLimit
        {
            AngularXLow  = -3f,
            AngularXHigh = 150f,
            AngularYLow  = -15f,
            AngularYHigh = 15f,
            AngularZLow  = 0f,
            AngularZHigh = 0f
        };
        Limits["LeftFoot"] = new BVHElementLimit
        {
            AngularXLow  = -25f,
            AngularXHigh = 35f,
            AngularYLow  = -19f,
            AngularYHigh = 15f,
            AngularZLow  = -22f,
            AngularZHigh = 16f
        };
        Limits["RightUpLeg"] = new BVHElementLimit
        {
            AngularXLow  = -65f,
            AngularXHigh = 30f,
            AngularYLow  = -48f,
            AngularYHigh = 45f,
            AngularZLow  = -45f,
            AngularZHigh = 15f
        };
        Limits["RightLeg"] = new BVHElementLimit
        {
            AngularXLow  = -3f,
            AngularXHigh = 150f,
            AngularYLow  = -15f,
            AngularYHigh = 15f,
            AngularZLow  = 0f,
            AngularZHigh = 0f
        };
        Limits["RightFoot"] = new BVHElementLimit
        {
            AngularXLow  = -25f,
            AngularXHigh = 35f,
            AngularYLow  = -15f,
            AngularYHigh = 19f,
            AngularZLow  = -16f,
            AngularZHigh = 22f
        };
        Limits["Spine"] = new BVHElementLimit
        {
            AngularXLow  = -25f,
            AngularXHigh = 45f,
            AngularYLow  = -25f,
            AngularYHigh = 25f,
            AngularZLow  = -20f,
            AngularZHigh = 20f
        };
        Limits["Spine1"] = new BVHElementLimit
        {
            AngularXLow  = -27f,
            AngularXHigh = 40f,
            AngularYLow  = -20f,
            AngularYHigh = 20f,
            AngularZLow  = -20f,
            AngularZHigh = 20f
        };
        Limits["Neck"] = new BVHElementLimit
        {
            AngularXLow  = -20f,
            AngularXHigh = 20f,
            AngularYLow  = -25f,
            AngularYHigh = 25f,
            AngularZLow  = -10f,
            AngularZHigh = 10f
        };
        Limits["Head"] = new BVHElementLimit
        {
            AngularXLow  = -35f,
            AngularXHigh = 17f,
            AngularYLow  = -12f,
            AngularYHigh = 12f,
            AngularZLow  = -15f,
            AngularZHigh = 15f
        };
        Limits["LeftShoulder"] = new BVHElementLimit
        {
            AngularXLow  = 0f,
            AngularXHigh = 0f,
            AngularYLow  = -30f,
            AngularYHigh = 30f,
            AngularZLow  = -12f,
            AngularZHigh = 31f
        };
        Limits["LeftArm"] = new BVHElementLimit
        {
            AngularXLow  = -30f,
            AngularXHigh = 35f,
            AngularYLow  = -45f,
            AngularYHigh = 35f,
            AngularZLow  = -85f,
            AngularZHigh = 45f
        };
        // angularY 15 -> 3
        Limits["LeftForeArm"] = new BVHElementLimit
        {
            AngularXLow  = -85f,
            AngularXHigh = 45f,
            AngularYLow  = -130f,
            AngularYHigh = 3f,
            AngularZLow  = 0f,
            AngularZHigh = 0f
        };
        Limits["LeftHand"] = new BVHElementLimit
        {
            AngularXLow  = 0f,
            AngularXHigh = 0f,
            AngularYLow  = -20f,
            AngularYHigh = 20f,
            AngularZLow  = -80f,
            AngularZHigh = 70f
        };
        Limits["RightShoulder"] = new BVHElementLimit
        {
            AngularXLow  = 0f,
            AngularXHigh = 0f,
            AngularYLow  = -30f,
            AngularYHigh = 30f,
            AngularZLow  = -31f,
            AngularZHigh = 12f
        };
        Limits["RightArm"] = new BVHElementLimit
        {
            AngularXLow  = -30f,
            AngularXHigh = 35f,
            AngularYLow  = -35f,
            AngularYHigh = 45f,
            AngularZLow  = -45f,
            AngularZHigh = 85f
        };
        // angularY 15 -> 3
        Limits["RightForeArm"] = new BVHElementLimit
        {
            AngularXLow  = -85f,
            AngularXHigh = 45f,
            AngularYLow  = -3f,
            AngularYHigh = 130f,
            AngularZLow  = 0f,
            AngularZHigh = 0f
        };
        Limits["RightHand"] = new BVHElementLimit
        {
            AngularXLow  = 0f,
            AngularXHigh = 0f,
            AngularYLow  = -20f,
            AngularYHigh = 20f,
            AngularZLow  = -70f,
            AngularZHigh = 80f
        };

        // from data
        Limits["LeftToeBase"] = new BVHElementLimit
        {
            AngularXLow  = -28f,
            AngularXHigh = 32f,
            AngularYLow  = 0f,
            AngularYHigh = 0f,
            AngularZLow  = 0f,
            AngularZHigh = 0f
        };
        Limits["RightToeBase"] = new BVHElementLimit
        {
            AngularXLow  = -28f,
            AngularXHigh = 32f,
            AngularYLow  = 0f,
            AngularYHigh = 0f,
            AngularZLow  = 0f,
            AngularZHigh = 0f
        };
        Limits["LeftHandThumb"] = new BVHElementLimit
        {
            AngularXLow  = 0f,
            AngularXHigh = 0f,
            AngularYLow  = 0f,
            AngularYHigh = 0f,
            AngularZLow  = 0f,
            AngularZHigh = 0f
        };
        Limits["L_Wrist_End"] = new BVHElementLimit
        {
            AngularXLow  = 0f,
            AngularXHigh = 0f,
            AngularYLow  = 0f,
            AngularYHigh = 0f,
            AngularZLow  = 0f,
            AngularZHigh = 0f
        };
        Limits["RightHandThumb"] = new BVHElementLimit
        {
            AngularXLow  = 0f,
            AngularXHigh = 0f,
            AngularYLow  = 0f,
            AngularYHigh = 0f,
            AngularZLow  = 0f,
            AngularZHigh = 0f
        };
        Limits["R_Wrist_End"] = new BVHElementLimit
        {
            AngularXLow  = 0f,
            AngularXHigh = 0f,
            AngularYLow  = 0f,
            AngularYHigh = 0f,
            AngularZLow  = 0f,
            AngularZHigh = 0f
        };
        Limits["End Site"] = new BVHElementLimit
        {
            AngularXLow  = 0f,
            AngularXHigh = 0f,
            AngularYLow  = 0f,
            AngularYHigh = 0f,
            AngularZLow  = 0f,
            AngularZHigh = 0f
        };
    }